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Move Creation Workshop
Claws and weapons would be different moves!
[Image: hnc9xy5]
New to the Omniverse? Don't be afraid to PM me for assistance!
Gamzee Makara Wrote:S’aight. After all, dogs have a tendency to motherfuckin’ bite.
Cool, Thank you for the clarification! Sorry about the confusion
[Image: world-without-liam-chris-hemsworth-gifs.gif]
Name: Weapon Module - Particle Beam Rifle
Reqs: Area Effect, Ranged Proficiency.
Description: Particle Beam Rifle is a Weapons Module that takes about fifteen seconds for Veritas because of the power it has. The beam it fires is slow moving and ridiculously easy to dodge or block.The beam is about as wide as a city bus and has a 10 second cool down after each shot. This is effective up to 30 feet, but has a maximum range of 70 feet. This is because the beam’s integrity loses stability after about 45 feet. This is good for 10 shots before he must swap out the power canister for a new one. This uses a grayish purple colored energy that is more of a concussive energy blast in that it pushes anything, or anyone it hits back.
Cost: 600


Name of Move: Bladebeamer- Sword Mode
Description: A relic of old technology that was discovered on a nearly sunken ship in the Vasty Deep. This was built from studying the relic. This copy can only go into sword mode, while it’s counterpart can only go into blaster mode. This sword is styled similar to a Wazikashi. Other than that, it has no special properties whatsoever.This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. . This weapon is typically paired with it’s counterpart, and wielded with it.
Reqs: Physical Strength Proficiency
Cost: 300 OM

Name of Move: Bladebeamer- Blaster Mode
Description: A relic of old technology that was discovered on a nearly sunken ship in the Vasty Deep. This was built from studying the relic. This copy can only go into blaster mode, while it’s counterpart can only go into sword mode. This shoots purple “energy arrows” that do low damage, but are as fast as SPD will allow.. This takes 8 seconds to swap a one handed weapon out, or 10 seconds if he swaps both hands to these.. This weapon is typically paired with it’s counterpart, and wielded with it.


Name of Move: Weapons Module
Description: A technological bag of holding that stores his weapons, and is password locked with very specific passwords, that sometimes locks him out of his weaponry. This is an arm gauntlet. Any time he gets a weapon, or item this automatically stores it.
Reqs: None
Cost: Rp Flavor
Posting these here, mostly to see if they make sense as 3 moves, or if I'd be able to consolidate them into fewer:

Firstly, the assist:

Zerglings (Tier 1 Assists):
Zergling are the simplest zerg life-form, and the most numerous. A horrifying combination of sets of claws, teeth, and vicious Scythes, these creatures are bred for speed and explosive power, ripping apart enemies with Feral combat skills. Using this skill, Kerrigan summons a pair of Zerglings to her side.
Physical appearance reference:
[spoiler]
[Image: latest?cb=20071009052646]
[/spoiler]

These creatures are roughly one meter tall, and stick to using their attacks in close combat, allowing the Queen to keep some distance from her opponent while fending off their vicious attacks.
ATK: 2
DEF: 1
SPD: 2
TEC: 0

Zergling claws (300 OM):
Zerglings possess a long, bony pair of claws that they can use to eviscerate their opponents. their claws are about twice the length of a human finger, and are built with slashing in mind. While they are not built with the ability to take a hit, they can sure give one, being one of the quicker weapons the Zergling can strike with.
What's most notable about the zergling's claws is that the zergling using them can strike while using their other attacks - Zerglings are bred to control all four of their front limbs, and thus can bite,claw and stab simultaneously without much mental effort.

Zergling Scythes (300 OM):
Zerglings have two upper limbs, starting just above their shoulder, that end in vicious scythes. These limbs are capable of blocking swords and other weaponry, and can deal vicious blows, but are quite a bit slower than the zerglings claws - their weight causes them to be a bit more unwieldy, as well, especially if parried. Zerglings can use their Scythes and claws in tandem with little effort, due to their biology allowing them to easily accomodate the independent movement. The Length of each scythe is 80 Centimeters.

Zergling bite: (300 OM)

Zerglings have a row of vicious teeth within their mouth, each the size of a small dagger, and they use these teeth to tear the flesh of their foes. Their bite is about as vicious and quick as a large dog's would be, and by itself, their teeth are unremarkable, if deadly. Similar to a dog, a Zergling is actually unable of letting go of an opponent without someone wrestling their jaw open, killing them, or breaking the teeth off.

--------

Would love to see comments on any details I'm missing, or things I could do differently.
Speed Mirage - ???

Eobard moves at high speeds, back and forth between where he's standing and an area right next to him for 10 seconds, creating an afterimage of himself. This afterimage can move independently, but cannot attack, and one attack will cause it to fade away, stopping the use of the move. The Speed Mirage's best use is for distraction and deception - however, Eobard scarcely uses it in the heat of combat, as not only can it not attack or be attacked, but it also takes quite a bit of energy to create and sustain. Eobard is also vulnerable to attack while forming it, and cannot use Super Speed or Phasing while using a Speed Mirage.
[Image: life-is-strange-ep-2-banner.png]
Tier 1 Super Utility: Oceanic Noose (600): A weakened form of her signature spell. Chronoire concentrates for five seconds as reality slowly distorts around her. The air takes on a brilliant blue tint, and oceanic life springs up around her, from fish swimming through the air, to vibrant corals sprouting up from the ground near her feet. Even after she’s finished conjuring it up, this beautiful entourage follows her as she moves, painting the world around her with each step. Her Coral Spikes and Oceanic Blades also paint the world as they appear and move.
This spell does more than just look pretty, however. For the one minute that it lasts, this weak noose halves the charge time of all her spells, eliminates the normal magic cost it would take to cast them, and anything summoned does not begin to disappear or fall apart until after the spell has ended. All this in exchange for the fact that the Oceanic Noose itself requires a high magical upkeep. If she doesn’t cast a lot of her other during the time it’s active, it becomes highly counterproductive to use.

Not sure what sort of proficiencies this would require. All the noticeable parts of it are basically there to look pretty because ocean aesthetic.
[Image: ZpWQiiu.gif]
Going to make an Alternate Character vaguely based on Jacob Portman from Miss Peregrine's home for peculiar children. In that vain I was wondering if anyone had any ideas on acceptable ways of building moves around unseen minions. Would I need telekinesis or stealth and suppression, homing or remote control and would I need materialization or can I just say that it follows me around? all that stuff. Any similar moves anyone has seen would be very helpful
[Image: world-without-liam-chris-hemsworth-gifs.gif]
Alternate form:
[Image: DWHuGkM.jpg]
Sheik (2000)
ATK: 2
DEF: 1
SPD: 3
TEC: 4
Zelda covers herself in a crystal of light, obscuring her body from view. Before removing the light and revealing herself, she transforms herself into Sheik. The skin tight suit allows Zelda to show off more of her combat capabilities. She is a lot less constrained in this form, and she is capable of moving at much quicker speeds. However, she has lost much of her defense. When using this form, Zelda transforms her hair into a different color and into a shorter length. She uses magic to hide her gender, and she will speak in a muffled voice. Unless they have insight, or they already know beforehand, any onlookers will think she is male in this form.

Kunai (Physical Strength, Ranged Proficiency) (600)
[Image: jXB80ta.jpg]
Zelda's kunai are short, sharp weapons. They are about one foot long each, and they each posses sharpened edges and a sharpened tip. Although they are usually used for stabbing and slashing, the kunai can be thrown at a distance. When thrown, a kunai will only travel about a third of the speed of a fastball (baseball), and it will travel up to fifty meters. It would take Zelda one second to prepare and throw a kunai, but she only carries, at most, 6 at a time. The weapon can be damaging, but a thrown kunai will only cause light wounds. For example, a held kunai may dig into an opponent's body, but a thrown kunai would usually only cause cuts and minor injuries. It would take Zelda thirty seconds to summon each individual kunai.

I'd like to know if there is anything wrong with these. Regarding the kunai, is the damage description detailed enough? Are there enough restrictions, or are there too few?
(11-22-2016, 10:49 AM)Sarah Kerrigan Wrote: Posting these here, mostly to see if they make sense as 3 moves, or if I'd be able to consolidate them into fewer:

Firstly, the assist:

Zerglings (Tier 1 Assists):
Zergling are the simplest zerg life-form, and the most numerous. A horrifying combination of sets of claws, teeth, and vicious Scythes, these creatures are bred for speed and explosive power, ripping apart enemies with Feral combat skills. Using this skill, Kerrigan summons a pair of Zerglings to her side.
Physical appearance reference:
[spoiler]
[Image: latest?cb=20071009052646]
[/spoiler]

These creatures are roughly one meter tall, and stick to using their attacks in close combat, allowing the Queen to keep some distance from her opponent while fending off their vicious attacks.
ATK: 2
DEF: 1
SPD: 2
TEC: 0

Zergling claws (300 OM):
Zerglings possess a long, bony pair of claws that they can use to eviscerate their opponents. their claws are about twice the length of a human finger, and are built with slashing in mind. While they are not built with the ability to take a hit, they can sure give one, being one of the quicker weapons the Zergling can strike with.
What's most notable about the zergling's claws is that the zergling using them can strike while using their other attacks - Zerglings are bred to control all four of their front limbs, and thus can bite,claw and stab simultaneously without much mental effort.

Zergling Scythes (300 OM):
Zerglings have two upper limbs, starting just above their shoulder, that end in vicious scythes. These limbs are capable of blocking swords and other weaponry, and can deal vicious blows, but are quite a bit slower than the zerglings claws - their weight causes them to be a bit more unwieldy, as well, especially if parried. Zerglings can use their Scythes and claws in tandem with little effort, due to their biology allowing them to easily accomodate the independent movement. The Length of each scythe is 80 Centimeters.

Zergling bite:

Zerglings have a row of vicious teeth within their mouth, each the size of a small dagger, and they use these teeth to tear the flesh of their foes. Their bite is about as vicious and quick as a large dog's would be, and by itself, their teeth are unremarkable, if deadly. Similar to a dog, a Zergling is actually unable of letting go of an opponent without someone wrestling their jaw open, killing them, or breaking the teeth off.

--------

Would love to see comments on any details I'm missing, or things I could do differently.

Legally, that'd be 3 moves. Yup.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-25-2016, 12:06 PM)Princess Zelda Wrote: I'd like to know if there is anything wrong with these. Regarding the kunai, is the damage description detailed enough? Are there enough restrictions, or are there too few?
I'd say you can seriously loosen up on the downsides. Third of the speed of a fastball seems weirdly slow for a thrown dagger. There are quite a few ninjas using kunais on the site, here's an example by Kakashi (who's a mod):

A steel dagger approximately the length of one's hand typically used for thrusting and stabbing. Kakashi favors these for their utility as well as the fact that they are disposable in combat. Though not designed for it, they can also be thrown with relatively decent accuracy to inflict puncture damage on a foe. As they are heavier and larger, they are somewhat slower and less accurate to throw than shuriken but have the capacity to deal more damage. Also owing to their larger size Kakashi cannot keep as many in his relatively minimal storage, only around a dozen or so after which he needs time to summon more if he cannot reclaim them from the environment.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-22-2016, 05:07 PM)Chronoire Schwarz VI Wrote: Tier 1 Super Utility: Oceanic Noose (600): A weakened form of her signature spell. Chronoire concentrates for five seconds as reality slowly distorts around her. The air takes on a brilliant blue tint, and oceanic life springs up around her, from fish swimming through the air, to vibrant corals sprouting up from the ground near her feet. Even after she’s finished conjuring it up, this beautiful entourage follows her as she moves, painting the world around her with each step. Her Coral Spikes and Oceanic Blades also paint the world as they appear and move.
This spell does more than just look pretty, however. For the one minute that it lasts, this weak noose halves the charge time of all her spells, eliminates the normal magic cost it would take to cast them, and anything summoned does not begin to disappear or fall apart until after the spell has ended. All this in exchange for the fact that the Oceanic Noose itself requires a high magical upkeep. If she doesn’t cast a lot of her other during the time it’s active, it becomes highly counterproductive to use.

Not sure what sort of proficiencies this would require. All the noticeable parts of it are basically there to look pretty because ocean aesthetic.

Seems cool, a pseudo-powerup of sorts.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
(11-22-2016, 04:21 PM)Eobard Thawne Wrote: Speed Mirage - ???

Eobard moves at high speeds, back and forth between where he's standing and an area right next to him for 10 seconds, creating an afterimage of himself. This afterimage can move independently, but cannot attack, and one attack will cause it to fade away, stopping the use of the move. The Speed Mirage's best use is for distraction and deception - however, Eobard scarcely uses it in the heat of combat, as not only can it not attack or be attacked, but it also takes quite a bit of energy to create and sustain. Eobard is also vulnerable to attack while forming it, and cannot use Super Speed or Phasing while using a Speed Mirage.

I think 10 seconds with a high energy cost is overkill. 5 seconds with no significant energy cost, or 3 seconds with a moderate energy cost for multiple use seems fairer.

If variable, you could double/triple the time/costs to create multiple afterimages too. Depending on how you work it, it might need Ranged Materialise.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
Thank you Omni Big Grin
Here's the revised version for anyone that will go over it:

Zelda's kunai are short, sharp weapons. They are about one foot long each, and they each posses sharpened edges and a sharpened tip. Although they are usually used for stabbing and slashing, the kunai can be thrown at a distance. When thrown, a kunai will move about as fast as a fastball, and it will travel up to fifty meters. A thrown kunai will typically deal less damage than a held kunai. It would take Zelda one second to prepare and throw a kunai, but she only carries, at most, six at a time. It would take Zelda thirty seconds to summon each individual kunai.

Regarding the damage of the weapon, I changed up the description a bit. It seems as if most other people's moves aren't as overly specific... Though, please let me know if it's too simplistic now.
Dark Flame Hands - 900,  Ranged Proficiency,  Physical Strength, Debuff Proficiency. 
-----------------------------------------
Dark Flame Hands is a technique that is activated by an incantation. "Burn the world, consume it in the flames..BURN TO ASHES!" Once those words are spoken, crimson colored flames will have engulfed his hands. This fire can be channeled into weapons to add a debuff to them, but it can also be used by him directly. This can be channeled to his feet as well. The ranged variant involves him shooting a 6 feet long by 3 feet wide beam of flame out of the palm of his hands that will knock his opponent back. The beam can only hit one person and moves at about the speed of an arrow. Dark Flame Hands has an 8 second charge time and uses a moderate amount of energy. The flames last 5 for five seconds. The burn debuff deals moderate damage and lasts for 3 seconds. Both the beam and the flames also deal heavy initial damage when first conjured, but drop off after a second or two. This is a "curse" that was bestowed on Veritas for entering into ancient ruins. It's energy drain is moderate. 

This is not without another price however. The more he uses this ability in a battle, the more destructive and violent he becomes. It turns him rash and hotheaded, brutal and makes him not care about hurting others. This also makes him relentlessly pursue an enemy. Furthermore it prevents him from thinking strategically. His thoughts when this is active are more of "Maim"  or "Kill"  or "Destroy" as it were. 
If its all bueno then I'll put it into the official thread.
Thanks!

Moving these two to the workshop because they need work (for the Unending).
Lunatic (Telepathy, Debuff, Area Attack) (300): A maddening scream is unleashed from the maw and mind of the beast, striking at the very sensibilities of those within sixty meters. All emotions become drowned out for a brief moment, replaced only by the overpowering need to eat. Anyone afflicted will immediately lunge at their nearest ally a single time, before they overcome that need again. With affliction comes mental fortitude, those who have suffered it once are unlikely to be swayed again so soon.
Afterwards, the Unending becomes lethargic, exhausted from the energy it must put into it.

Whisperings (Telepathy, Debuff, Ranged) (300): Over the course of days, the Unending stalks its hapless prey, infiltrating its mind with terrible noises, soft and silent. Inaudible, but perfectly coherent, the beast coerces its target, slowly inspiring cannibalistic urges in them. The voice chips away at their fortitude, making them more and more susceptible as the siege continues. Though it may take weeks, even the strongest-willed would snap eventually, turning on their allies with their new-found hunger. It needn’t maintain a line of sight to whisper, but it must remain within 100 meters of the victim, and know where they stand.
[Image: ZpWQiiu.gif]
I'm bumping this. Changed the tense a little bit, but that's about it.

Kunai (Physical Strength, Ranged Proficiency) (600)
Zelda's kunai are short, sharp weapons. They are about one foot long each, and they each posses sharpened edges and a sharpened tip. Although they are usually used for stabbing and slashing, the kunai can be thrown at a distance. When thrown, a kunai moves about as fast as a fastball, and it travels up to fifty meters. A thrown kunai typically deals less damage than a held kunai. It takes Zelda one second to prepare and throw a kunai, but she only carries, at most, six at a time. It takes Zelda thirty seconds to summon each individual kunai.
Arctic Storm (Ranged Proficiency, Debuff Proficiency, Area Attack Proficiency) (300 OM)

The power of this move comes from small white ice crystals, glowing with elemental energy. Although they are small, only an inch long, he may only carry three at a time. Replacements may be summoned between fights. To unleash its power, Eric must stand still. Crushing a crystal in his hand, he waits five seconds to properly focus the energy; upon opening his hand, a blizzard of pure white snow is released in the direction his palm is facing. Contact may slow or even freeze the target. Only the area touched will be frozen or slowed: if an arm is hit, only the arm will be effected. It forms a cone, gradually expanding outward, and travels about 10 feet per second. It will dissipate about 20 feet from its origin. Every 5 feet, the diameter of the cone will increase by 3 feet. The effect will vary based upon the target’s (?stat?). The wider the cone, the weaker the effect. It will decrease 25% for every five foot increment.

What stat would determine how the target is affected? Am I missing anything else?
Avatar courtesy of Jade Harley. 



The fight with Hiro has made me painfully aware of just how few moves Sage currently has. So...


Failed Magician:

 In his youth, the Sage received training in the arts of the Battle-mage. Though he possessed very little magical talent, and was unable to reliably preform any magic in his home universe, the Omniverse has changed him. He still has practically zero sway over his mana, and is only able to create small effects with limited usefulness. Frustrated with his lack of aptitude with the field, the Sage for the most part dismisses conventional magic, preferring to rely on the Libromancy he acquired shortly after his arrival at the Nexus. However, should his back be pressed against a wall, The Sage can perform very minor magical effects. Although the spells are anything but impressive, if used at the right moment they can give him the edge he needs in a conflict, and the Sage is painfully aware of their usefulness. If any of these moves should drain the entirety of his manapool, he will be unable to use all of his “Failed Magician” moves (and will be physically weakened slightly to boot) for approximately a minute, long enough that the tide of battle will surely change.


Failed Magician: gout of embers (600 Om: Physical Proficiency)

[spoiler][Image: 5b2025118a0f67bc2185ba5f8a1c20f0.jpg][/spoiler]

A small fire bursts into being, the failed infancy of a true wizard’s fireball. The flame can be held in the hand, and maintained for as long as the Sage keeps some amount of concentration. The flame engulfs his fist, adding to the threat of his otherwise quite unimposing punch. Though the attack is not physically stronger, the flames do cause light burns, (akin to a small campfire) and can even sometimes ignite combustible materials. The spell is quite quick to activate, taking only a second or two for the flames to appear in his hand.
He can instead spend longer casting the spell (up to four seconds) with the flames becoming more powerful the longer he spends preparing, (up to the strength of an almost medium campfire) at the cost of more necessary concentration. It can be used with other moves; however, he cannot spend enough concentration to use the charged form while using preforming another move.
The longer the Sage maintains the flame the more taxing it is on him, and after more than 15 seconds, the flame will drain his manapool and die out on its own, if it has not been dismissed before then.


Failed Magician: dash of frost-rime (600 Om: Ranged Proficiency, Debuff Proficiency)

[spoiler][Image: latest?cb=20150801124850][/spoiler]

This invocations, if properly cast, projects a beam of crystal blue frost, which immobilizes the target upon contact in a thin coating of ice. The Sage is not able to properly cast the spell, unfortunately, and so the spell manifests instead as a small bolt which streaks towards the target. If it hits, the target feels their limbs stiffen and tighten. They are not prevented from moving, but their reflexes are dulled and their movements made less fluid (like if all their limbs simultaneously fell asleep)
If the Sage instead manages to hit the target in a place where they are contacting a surface (such as their feet, or a hand if they are leaning against a wall), instead of affecting the target’s reflexes, they will find that they have trouble removing the limb in question from any surface it touches. They are not actually prevented from moving the limb in question, but doing so requires a surprising amount of their concentration.
This spell does not require maintained concentration, and its effects tend to last between 5 and 10 seconds depending on the strength (ATK) of the target. If the Sage uses this move more than two or three times in close succession he runs the risk of draining his manapool.


Failed Magician: burden blade (600 Om: Physical Proficiency, Debuff Proficiency)

[spoiler][Image: latest?cb=20120513035634][/spoiler]

This spell is less flashy than the other two, but in the hands of a skilled caster, can increase the weight of weapons or armor to the point that their wielders can barely lift them. The Sage does not possess this level of ability, so instead he can only minorly affect his opponent. A bright violet octahedron appears in the Sage's hand, floating slightly above the surface of his palm. A bead of brighter light traces patterns across the edges of the polyhedron, its trail fading as it bounces about the shape. The Sage can use this spell to minimally increase the weight of an opponent’s weapon or equipment, throwing off their timing, and slightly decreasing the effectiveness of their attacks. This spell takes five seconds to cast, after which the Sage focuses on the item or items in question, which take on a very faint violet hue. The Sage can maintain the spell for up to 15 seconds before running out of mana. This spell does not require too much concentration, and the Sage can maintain it while using other moves, unless something else requires or otherwise interferes with his concentration.
Instead of choosing to slightly affect multiple pieces of equipment a person has, the Sage can instead direct all of the spells power towards a single weapon or other piece of equipment held by his target. The object in question glows a very obvious violet, and the bead of light traces its pattern at a much faster rate in this variety of the spell. This version requires the Sage to remain stationary and needs all of his concentration, but pulls the item in question towards the ground with approximately 15 kilograms of force. The Sage can only maintain this version of the spell for a maximum of 4 seconds, after which time his mana is completely drained.

Thoughts anyone? (is it possible to link multiple moves to the same "powersource" like this as a way of balancing them? Do the moves themselves make sense?)
If history is to become legend, it first must be recorded.
Trying for a powerful, highly technical defense move that doesn't need area shield proficiency or telekinesis. I'm shaky on how I've balanced it, however.

Point Defense - requires physical strength (300 OM)
Kelly opens his hand and creates a paper-thin disk of semi-transparent psychic force above his palm, about five inches (12.7 cm) in diameter. The barrier deploys instantly, and follows the motion of his hand. He cannot take any other actions while using it. It forms a very strong defense,  able to stop full powered gunshots and tremendous blows, but can only be maintained for two-tenths of a second at a time, so it is best used to stop decisive blows at the moment of impact. As it requires him to summon a great deal of power to a small area very quickly, it is extremely tiring. As a result, Kelly cannot use any of his psychic moves for twenty seconds after using point defense.
Putting these here because they are for an Alt character I want to make, and I'm looking to get advice on the moves before going through with  making the Alt once I got the OM to. 

For reference, the character has these stats and proficiencies:

ATK: 5          Ranged Proficiency
DEF: 2          Debuff Proficiency
SPD: 2          Area Attack Proficiency
TEC: 1

And these are the moves:

TNT Blast- 300 OM Requires Ranged, Area Attack.

Cupa creates a piece of minecraft style TNT in her hand, about the size of a softball. Creating the actual TNT requires takes no time, but it takes three seconds to prime. Once primed, it will go off in exactly five seconds, or when it hits a hard surface. Can be both thrown or placed. Is thrown at the speed of a high school pitcher pitching a softball. Has a max range of twenty feet. When it explodes, creates a medium explosion with a radius of 5 feet from the block. Isn’t extremely powerful, but can be used repeatedly with very low energy consumption. Can be summoned and thrown while moving.

Stun Block- 300 OM Requires Ranged, Area Attack, Debuff.

Cupa creates a piece of minecraft style TNT in her hand, the same way she would for TNT blast. This looks the same as TNT blast, but the red parts of the TNT are a medium orange color. Creating the stun block takes three seconds, and priming it takes another three. Once primed, it will go off in five seconds, or when it hits a hard surface. Can only be thrown. Thrown at the same speed as TNT blast.  Has a max range of twenty feet. When it explodes, a blinding light emerges from the block, and envelops a twenty foot area, blinding the target for a few seconds. The higher a target’s tec, the faster they can shake it off. This would blind a normal human for five seconds. Does not do any physical damage. Is moderately consuming to use. Can not be summoned while moving, but can be thrown while moving. Cupa is used to seeing the this particular light from years of training, and is not affected by it.

Charged TNT- 600 OM Requires Ranged, Area Attack,

Tier one offensive super move

Cupa stands completely still, and holds both her arms out to the side, as if being possessed by a demon. Blue electricity crackles in the air around her, and five TNT blocks appear in the air above her. These TNT blocks are one meter in volume, so a meter wide, tall, and long. The normal red dynamite is a light blue, the same blue as the electricity crackling around her. These blocks hover for three seconds, and then simultaneously begin to fly at the target. Each block creates a very powerful ten meter explosion on contact with a hard surface. After this move is used, Cupa has approximately two minutes until she collapses from the sheer amount of energy she just used, unless someone buffs her with their energy, or she has the time to sit down and eat something.

Apple- Fluff

Cupa sits on the ground, curls up into a ball, and eats a minecraft apple that she carries with her at all times. This can only be used outside of battle, specifically after a battle ended within two minutes of her using Charged TNT. It takes her half a minute to eat her apple, but when she starts, it stops the timer on the energy used from Charged TNT. This gives her enough energy to spare, kill, or banish the person she just finished fighting. After she does that, it is very likely that she will collapse where she is from energy used.
[Today 11:50 PM] Luci : ermegerd yuki you can hunt me ernytime [Image: awe6.png] 



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